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Gameplay.MPTerritory

Extends
MPArea
Modifiers
implements IRepairClient

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Gameplay.Rook
         |   
         +-- Gameplay.MPActor
            |   
            +-- Gameplay.MPArea
               |   
               +-- Gameplay.MPTerritory

Variables Summary
boolbConquered
boolbConquering
boolbContesting
boolbDelayPermanentConquer
boolbIdle
boolbLocalConquered
boolbLocalConquering
boolbLocalContesting
boolbLocalIdle
boolbReconquerable
boolbReconquerNeedsPlayers
TeamInfoconqueringTeam
floatcurrentConqueringTime
TeamInfoownerTeam
TeamInfopreviousOwnerTeam
RepairRadiusrr
EffectEvents
NameconqueredEffectEvent
NameconqueringEffectEvent
NamecontestingEffectEvent
NameidleEffectEvent
NamestartedConqueringEffectEvent
NamestartedContestingEffectEvent
MPTerritory
boolbConquerOnce
floatconquerInterval
intconquerTime
floatindividualConquerBonusScale
intminimumConquerers
BaseInfoownerBase
NamesocketTarget
intteamConquerScore
class<Engine.LocalMessage>TerritoryMessageClass
Skins
MaterialconqueringSkin
MaterialcontestedSkin
MaterialidleSkin
inttitleSkinIndex
Stats
class<Stat>conquerStat
Inherited Variables from Gameplay.MPArea
areaOffset, areaTrigger, areaTriggerClass
Inherited Variables from Gameplay.MPActor
attackRadius, attackStat, bAllowSpectators, defendRadius, defendStat, idleAnim, localizedName, primaryEnemyObjectiveDesc, primaryFriendlyObjectiveDesc, primaryNeutralObjectiveDesc, secondaryMessageClass, spectatorList

Functions Summary
function allocatePoints ()))
Conquering
function beginRepair (Rook r))
function BeginState ()))
AwaitingTeammates
function BeginState ()))
Conquered
function BeginState ()))
Conquering
function BeginState ()))
Contested
function BeginState ()))
Ownerless
function BeginState ()))
PermanentlyConquered
functionbool canRepair (Rook r))
functionbool canRepair ()))
Conquered
functionbool canRepair ()))
PermanentlyConquered
functionbool canStartFXTendril ()))
function cleanup ()))
function destroyed ()))
function determineInitialState ()))
Ownerless
function endRepair (Rook r))
function EndState ()))
Conquered
function EndState ()))
Conquering
function EndState ()))
Contested
function EndState ()))
Ownerless
function enumBaseInfo (Engine.LevelInfo l, Array<BaseInfo> a))
functionPawn getFXOriginActor ()))
functionVector getFXTendrilOrigin (Vector targetPos))
functionVector getFXTendrilTarget (Actor target))
functionfloat getRepairRadius ()))
function OnAreaEntered (Character c))
function OnAreaEntered (Character c))
AwaitingTeammates
function OnAreaEntered (Character c))
Conquered
function OnAreaEntered (Character c))
Conquering
function OnAreaEntered (Character c))
Ownerless
function OnAreaEntered (Character c))
PermanentlyConquered
function OnAreaExited (Character c))
function OnAreaExited (Character c))
Conquering
function OnAreaExited (Character c))
Contested
function OnAreaExited (Character c))
PermanentlyConquered
function OnAreaTick ()))
function OnAreaTick ()))
Conquering
function OnConquered ()))
function onTendrilCreate (RepairTendril t))
function PostBeginPlay ()))
function PostNetReceive ()))
function setSkin (Material skin))
function setTeam (TeamInfo t))
functionbool shouldInteractWith (Character c))
function updateEffects ()))
Inherited Functions from Gameplay.MPArea
cleanup, OnAreaEntered, OnAreaEnteredByActor, OnAreaExited, OnAreaExitedByActor, OnAreaTick, PostBeginPlay
Inherited Functions from Gameplay.MPActor
addDefaultObjectives, addEnemyObjective, addFriendlyObjective, addNeutralObjective, addSpectator, awardStat, cleanup, contractLattice, evaluateObjectiveState, expandLattice, GetHumanReadableName, getNearest, getPersonalObjectiveName, getUniqueObjectiveName, getViewTarget, incrementStatAttempt, onAvailableToLattice, onPlayerKilled, onUnavailableToLattice, PostBeginPlay, PostTakeDamage, registerStats, removeDefaultObjectives, removePersonalObjective, removeSpectator, resetSpectatorViewTarget, scoreIndividual, scoreTeam, setObjectiveState, setObjectiveTally, setPersonalObjective, setSpectatorViewTarget

States Summary
AwaitingTeammates Source code
state AwaitingTeammates
BeginState, OnAreaEntered
Conquered Source code
state Conquered
BeginState, canRepair, EndState, OnAreaEntered
Conquering Source code
state Conquering
allocatePoints, BeginState, EndState, OnAreaEntered, OnAreaExited, OnAreaTick
Contested Source code
state Contested
BeginState, EndState, OnAreaExited
Ownerless Source code
auto state Ownerless
BeginState, determineInitialState, EndState, OnAreaEntered
PermanentlyConquered Source code
state PermanentlyConquered
BeginState, canRepair, OnAreaEntered, OnAreaExited


Variables Detail

bConquered Source code

var bool bConquered;

bConquering Source code

var bool bConquering;

bContesting Source code

var bool bContesting;

bDelayPermanentConquer Source code

var bool bDelayPermanentConquer;

bIdle Source code

var bool bIdle;

bLocalConquered Source code

var bool bLocalConquered;

bLocalConquering Source code

var bool bLocalConquering;

bLocalContesting Source code

var bool bLocalContesting;

bLocalIdle Source code

var bool bLocalIdle;

bReconquerable Source code

var bool bReconquerable;
Can the Territory be conquered again for points after it has already been conquered?

bReconquerNeedsPlayers Source code

var bool bReconquerNeedsPlayers;
If bReconquerable is true, does reconquering require players to be in the Territory? If false, a team will reconquer their territory even when none of their players are in it.

conqueringTeam Source code

var TeamInfo conqueringTeam;

currentConqueringTime Source code

var float currentConqueringTime;

ownerTeam Source code

var TeamInfo ownerTeam;

previousOwnerTeam Source code

var TeamInfo previousOwnerTeam;

rr Source code

var RepairRadius rr;

EffectEvents

conqueredEffectEvent Source code

var(EffectEvents) Name conqueredEffectEvent;
The name of an effect event that plays once on the territory when conquered

conqueringEffectEvent Source code

var(EffectEvents) Name conqueringEffectEvent;
The name of an effect event that loops on the territory when conquering

contestingEffectEvent Source code

var(EffectEvents) Name contestingEffectEvent;
The name of an effect event that loops on the territory when contesting

idleEffectEvent Source code

var(EffectEvents) Name idleEffectEvent;
The name of an effect event that loops on the territory when conquering

startedConqueringEffectEvent Source code

var(EffectEvents) Name startedConqueringEffectEvent;
The name of an effect event that plays once on the territory when conquering

startedContestingEffectEvent Source code

var(EffectEvents) Name startedContestingEffectEvent;
The name of an effect event that plays once on the territory when contesting

MPTerritory

bConquerOnce Source code

var(MPTerritory) bool bConquerOnce;
When true, the territory can only be conquered once

conquerInterval Source code

var(MPTerritory) float conquerInterval;
The frequency with which the territory considers who is conquering it

conquerTime Source code

var(MPTerritory) int conquerTime;
The amount of uninterrupted time it takes to conquer the territory

individualConquerBonusScale Source code

var(MPTerritory) float individualConquerBonusScale;
Each additional friend conquering a territory scales the conquering speed by this amount (1 has no effect)

minimumConquerers Source code

var(MPTerritory) int minimumConquerers;
The mininum number of people needed in order to start conquering this territory

ownerBase Source code

var(MPTerritory) editdisplay ( displayActorLabel ) editcombotype ( enumBaseInfo ) BaseInfo ownerBase;
An optional BaseInfo to which this Territory is attached. Capturing the Territory also captures this base.

socketTarget Source code

var(MPTerritory) Name socketTarget;
The name of the socket to use when attaching the tendril effect to a target actor

teamConquerScore Source code

var(MPTerritory) int teamConquerScore;
The number of points a team receives for conquering. If bReconquerable is false, this amount is subtracted if a team loses the territory.

TerritoryMessageClass Source code

var(MPTerritory) class<Engine.LocalMessage> TerritoryMessageClass;

Skins

conqueringSkin Source code

var(Skins) Material conqueringSkin;

contestedSkin Source code

var(Skins) Material contestedSkin;

idleSkin Source code

var(Skins) Material idleSkin;

titleSkinIndex Source code

var(Skins) int titleSkinIndex;

Stats

conquerStat Source code

var(Stats) class<Stat> conquerStat;
Stat awarded when a player conquers a territory


Functions Detail

allocatePoints Conquering Source code

function allocatePoints ( ) )

beginRepair Source code

simulated function beginRepair ( Rook r) )

BeginState AwaitingTeammates Source code

function BeginState ( ) )

BeginState Conquered Source code

function BeginState ( ) )

BeginState Conquering Source code

function BeginState ( ) )

BeginState Contested Source code

function BeginState ( ) )

BeginState Ownerless Source code

function BeginState ( ) )

BeginState PermanentlyConquered Source code

function BeginState ( ) )

canRepair Source code

simulated function bool canRepair ( Rook r) )

canRepair Conquered Source code

function bool canRepair ( ) )

canRepair PermanentlyConquered Source code

function bool canRepair ( ) )

canStartFXTendril Source code

simulated function bool canStartFXTendril ( ) )

cleanup Source code

function cleanup ( ) )

destroyed Source code

simulated function destroyed ( ) )

determineInitialState Ownerless Source code

function determineInitialState ( ) )

endRepair Source code

simulated function endRepair ( Rook r) )

EndState Conquered Source code

function EndState ( ) )

EndState Conquering Source code

function EndState ( ) )

EndState Contested Source code

function EndState ( ) )

EndState Ownerless Source code

function EndState ( ) )

enumBaseInfo Source code

function enumBaseInfo ( Engine.LevelInfo l, Array<BaseInfo> a) )

getFXOriginActor Source code

simulated function Pawn getFXOriginActor ( ) )

getFXTendrilOrigin Source code

simulated function Vector getFXTendrilOrigin ( Vector targetPos) )

getFXTendrilTarget Source code

simulated function Vector getFXTendrilTarget ( Actor target) )

getRepairRadius Source code

simulated function float getRepairRadius ( ) )

OnAreaEntered Source code

function OnAreaEntered ( Character c) )

OnAreaEntered AwaitingTeammates Source code

function OnAreaEntered ( Character c) )

OnAreaEntered Conquered Source code

function OnAreaEntered ( Character c) )

OnAreaEntered Conquering Source code

function OnAreaEntered ( Character c) )

OnAreaEntered Ownerless Source code

function OnAreaEntered ( Character c) )

OnAreaEntered PermanentlyConquered Source code

function OnAreaEntered ( Character c) )

OnAreaExited Source code

function OnAreaExited ( Character c) )

OnAreaExited Conquering Source code

function OnAreaExited ( Character c) )

OnAreaExited Contested Source code

function OnAreaExited ( Character c) )

OnAreaExited PermanentlyConquered Source code

function OnAreaExited ( Character c) )

OnAreaTick Source code

function OnAreaTick ( ) )

OnAreaTick Conquering Source code

function OnAreaTick ( ) )

OnConquered Source code

function OnConquered ( ) )

onTendrilCreate Source code

simulated function onTendrilCreate ( RepairTendril t) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

PostNetReceive Source code

simulated function PostNetReceive ( ) )

setSkin Source code

simulated function setSkin ( Material skin) )

setTeam Source code

function setTeam ( TeamInfo t) )

shouldInteractWith Source code

function bool shouldInteractWith ( Character c) )

updateEffects Source code

simulated function updateEffects ( ) )


Defaultproperties

defaultproperties
{
	DrawType				= DT_StaticMesh
	StaticMesh				= StaticMesh'Editor_res.TexPropCube'
	bCollideActors			= true
	bCollideWorld			= true

	bMovable				= false
	NetUpdateFrequency		= 2
	bNetNotify				= true
	bAlwaysRelevant			= true


	CollisionRadius			= 200
	CollisionHeight			= 200


	teamConquerScore		= 1
	conquerTime				= 10
	conquerInterval			= 1
	individualConquerBonusScale = 1
	minimumConquerers		= 1
	bReconquerable			= false
	bReconquerNeedsPlayers	= false
	bConquerOnce			= false
	TerritoryMessageClass	= class'MPTerritoryMessages'


	conqueringEffectEvent			= Conquering
	startedConqueringEffectEvent	= StartedConquering
	contestingEffectEvent			= Contesting
	startedContestingEffectEvent	= StartedContesting
	idleEffectEvent					= Idle
	conqueredEffectEvent			= Conquered
	idleAnim				= Idle


	contestedSkin			= Material'BaseObjects.CS_ContestedShader'
	conqueringSkin			= Material'BaseObjects.CS_CapturedShader'
	idleSkin				= Material'BaseObjects.CS_Dormant'
	titleSkinIndex			= 1
	socketTarget			= "capture"
}

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Creation time: st 23.5.2018 00:10:33.089 - Created with UnCodeX